refactor(input): own pointer and callback lifetime
Move camera pointer, framebuffer resize, and retained/devtools input edges behind focused reversible owners. Preserve input priority while making shutdown deactivate callbacks before live-session retirement and retry physical detach without stranding transport teardown.
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42 changed files with 4029 additions and 461 deletions
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@ -690,6 +690,16 @@ slices. `OnClosing` delegates to the existing retryable shutdown transaction.
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Silk callbacks become narrow calls into the input, update, render, resize,
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focus, and shutdown owners.
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Checkpoint E is complete. `CameraPointerInputController` owns raw pointer,
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camera cursor/focus/scroll/sensitivity behavior; `FramebufferResizeController`
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alone publishes physical framebuffer changes. All Silk, dispatcher, retained
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UI, and optional devtools device edges are reversible, transactional, and
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terminal after disposal. Logical cutoff precedes live-session retirement;
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physical detach follows it, so neither copied callbacks nor a failed event
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remove can interfere with graceful transport teardown. `GameWindow` is now
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4,266 raw lines / 194 fields / 65 methods. Checkpoints F–L remain active, with
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gameplay action routing next.
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### 4.4 Exit criteria
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The campaign is complete when:
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